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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <SceneManagement.h>
Inheritance diagram for FSceneViewStateInterface:Static Public Member Functions | |
| static ENGINE_API TPimplPtr< FSceneViewStateSystemMemoryMirror > | SystemMemoryMirrorAllocate () |
Protected Member Functions | |
| virtual | ~FSceneViewStateInterface () |
Protected Attributes | |
| uint8 | bValidEyeAdaptationBuffer: 1 |
Friends | |
| class | FScene |
The scene manager's persistent view state.
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inline |
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inlineprotectedvirtual |
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pure virtual |
If frozen view matrices are available, set those as active on the SceneView
Implemented in FSceneViewState.
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inlinevirtual |
Similar to above, but adds Lumen Scene Data
Reimplemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
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pure virtual |
Clears the pool of mids being referenced by this view state
Implemented in FSceneViewState.
Called in the game thread to destroy the view state.
Implemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
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pure virtual |
Returns the eye adaptation buffer.
Implemented in FSceneViewState.
Implemented in FSceneViewState.
returns the distance field temporal sample index
Implemented in FSceneViewState.
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pure virtual |
If frozen view matrices are available, return a pointer to them
Implemented in FSceneViewState.
Returns the average scene luminance.
Implemented in FSceneViewState.
Returns the eye adaptation exposure.
Implemented in FSceneViewState.
returns the occlusion frame counter
Implemented in FSceneViewState.
Returns the current PreExposure value. PreExposure is a custom scale applied to the scene color to prevent buffer overflow.
Implemented in FSceneViewState.
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pure virtual |
Allows MIDs being created and released during view rendering without the overhead of creating and releasing objects As MID are not allowed to be parent of MID this gets fixed up by parenting it to the next Material or MIC
| InSource | can be Material, MIC or MID, must not be 0 |
Implemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
Reimplemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
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pure virtual |
Returns the temporal LOD struct from the viewstate
Implemented in FSceneViewState.
Returns the blend factor between the last two LOD samples
Implemented in FSceneViewState.
returns a unique key for the view state, non-zero
Implemented in FSceneViewState.
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inline |
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inline |
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pure virtual |
Implemented in FSceneViewState.
Implemented in FSceneViewState.
Implemented in FSceneViewState.
Implemented in FSceneViewState.
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inline |
Tells if the eye adaptation buffer exists without attempting to allocate it.
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inline |
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inline |
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pure virtual |
Resets pool for GetReusableMID()
Implemented in FSceneViewState.
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inlinevirtual |
Reimplemented in FSceneViewState.
Implemented in FSceneViewState.
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pure virtual |
If frozen view matrices were set, restore the previous view matrices
Implemented in FSceneViewState.
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inlinevirtual |
Reimplemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
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inline |
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static |
Scene view state mirroring to system memory, useful for offline high resolution tiled rendering (such as via Movie Render Queue). Very slow and memory intensive! A single instance of FSceneViewStateSystemMemoryMirror should be shared for all tile scene view states, as it can internally share some of the memory cost.
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pure virtual |
Implemented in FSceneViewState.
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pure virtual |
Implemented in FSceneViewState.
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protected |